
CaptainMarvelous |

I like the idea of being a taoist priestess — the druid class still fits that concept, right?
Oh yeah, Especially the turning into animals part, it really fits their portrayal in stuff like Journey to the West (which would be the other major influence of this game. It's basically going to be Legend of the Condor Heroes meets Journey to the West. The Wulin from Condors, and the wilderness from West.)
A regular cleric would also fit though, if you prefer, since Taoist priests tend to do a lot of freelance exorcism. Turning undead makes a lot of sense for them as a class ability (but so does wildshape).
On that note, I'm going to go ahead and say that, from a story perspective, divine magic and qi manipulation are the same kind of thing. So arcane magic is actual magic, and divine magic is "inner alchemy" and other focused forms of neijing. This affects nothing but the fluff; it just fits the genre a bit better.

Wu-Yao |

Brooklyn here, introducing Wu-Yao. I think I've covered all the basics here, figured I would thrown him up so GM can take a look-see. Fun and challenging character concept, I'm quite excited about it. Let me know if there's anything that throws you off, and I'll get to work on mundane gear and fleshing out his backstory.
Are we allowed two traits?

CaptainMarvelous |

Thinking of the snake village culture as quite remote and viewed as primitive to others. Simple life-style, focuses on self reliance, devotion and training. Could easily been seen as mysterious or xenophobic but the people are actually quite friendly if not threatened. Also thinking perhaps they reside in shallow caves or dwellings built into mountainsides, they way a snake hides in the rocks. Is there terrain that could allow for that?
Here are my thoughts on the snake village, feel free to mine it for ideas of reject it entirely:
Ancient Snake Village, which has a much more lyrical name in it's own language, is really a complex of caves inhabited by a tribe of isolationist snake-worshipers.
Originally thought to be snake demons, the reclusive culture became an imperial tributary during the previous dynasty. Although technically imperial citizens, they don't qualify for the civil service exam or many other imperial posts, a fact that they continue to be unaware and apathetic of. They do have poor relations with the local tribes who dislike the empire.
The caves are full of hieroglyphic-like writings, most featuring snakes very prominently. Some of these have been interpreted as kung fu manuals, and form the basis of the village's ancestral kung fu.
They are always ruled by a high-level martial artist, who acts as the tribal chieftain, and one of their former chiefs as ascended to godhood and is now worshiped by an emerging priest caste.
And yeah, there's lots of mountainous regions.
Let me know if there's anything that throws you off
The only thing I can see is you should think of a new name for your martial art, since the thirty-two styles of long fist is what the Wudang call it.
Are we allowed two traits?
Sure, if there are some you feel you need.

tomtesserae |

Chu Zhu Ji's nearly finished character sheet. Just need to get a list of prepared druid spells...and get some background details settled. I'm probably going to make a nickname more attuned to her Plains Druid class.
Female Human Druid 6/Wudang
Lawful Neutral (Humanoid)
Init +3 (+6 in Plains); Senses Perception +14 (+17 in Plains)
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DEFENSE
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AC 20, touch 18, flat-footed 16 (+3 dex, +1 Wudang, +3 Wis, +1 Dodge +2 Ring)
hp (6d8 + 4d10)
Fort +6 (+5+1+0), Ref +6 (+2+1+3), Will +12 (+5+4+3)
------------------------------
OFFENSE
------------------------------
Speed 30 ft. base (60 without armor)
Melee Unarmed +10/+5 1d8 x2
Melee Longsword +2 +12/+7 1d8+2/19-20x2
Melee Dagger of Ghost Touch +1 +11/+6 1d4+1/19-20x2
Ranged Dagger of Ghost Touch +1 +12/+7 1d4+1/19-20x2
Ranged Lightning Arc +11 1d6+3 30’ range 6 times/day
------------------------------
STATISTICS
------------------------------
Str 14, Dex 16, Con 10, Int 10, Wis 16, Cha 14
Base Atk +8/+3; CMB +10; CMD 13
Qi Pool 5
Traits
Feats NImble moves, dodge, mobility (lvl 3), sidestep (5), shaping focus (7), wind stance (wudang bonus), Gliding steps
Skills 48 points (24 druid, 8 wudang 10 human 6 favored class)
Acrobatics +7 (1+3+3), Bluff +8 (3+3+2), Climb +6 (1+3+2), Craft (calligraphy) +4 (1+3+0), Diplomacy +10 (5+3+2), Heal +8 (2+3+3), Knowledge (geography) +8 (5+3+0), Knowledge (nature) +11 (6+3+0+2), Knowledge (Religion) +5 (2+3+0), Perception +14 (8+3+3), Ride +9 (3+3+3), Sense Motive +12 (6+3+3), Spellcraft +4 (1+3+0), Survival +11 (3+3+3+2), Swim +6 (1+3+2)
ACP −0
Non-Standard Skill Bonuses (already added above)
+2 Knowledge (nature) & Survival
Languages Common
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RACIAL ABILITIES
------------------------------
+2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Humans are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Humans have a base speed of 30 feet.
Bonus Feat: Humans select one extra feat at 1st level.
Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level.
Languages: Humans begin play speaking Common.[spoiler]
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CLASS ABILITIES
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Weapon and Armor Proficiency: Druids are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, scythe, sickle, shortspear, sling, and spear. They are also proficient with all natural attacks (claw, bite, and so forth) of any form they assume with wild shape (see below).
Druids are proficient with light and medium armor but are prohibited from wearing metal armor; thus, they may wear only padded, leather, or hide armor. A druid may also wear wooden armor that has been altered by the ironwood spell so that it functions as though it were steel. Druids are proficient with shields (except tower shields) but must use only those crafted from wood.
A druid who wears prohibited armor or uses a prohibited shield is unable to cast druid spells or use any of her supernatural or spell-like class abilities while doing so and for 24 hours thereafter.
Spells: Spells 4-0 3-1 3-2 2-3 A druid casts divine spells which are drawn from the druid spell list presented in Spell Lists. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Chaotic, Evil, Good, and Lawful Spells. A druid must choose and prepare her spells in advance.
To prepare or cast a spell, the druid must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a druid's spell is 10 + the spell level + the druid's Wisdom modifier.
Like other spellcasters, a druid can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Table: Druid. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table: Ability Modifiers and Bonus Spells).
A druid must spend 1 hour each day in a trance-like meditation on the mysteries of nature to regain her daily allotment of spells. A druid may prepare and cast any spell on the druid spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.
Spontaneous Casting: A druid can channel stored spell energy into summoning spells that she hasn't prepared ahead of time. She can “lose” a prepared spell in order to cast any summon nature's ally spell of the same level or lower.
Chaotic, Evil, Good, and Lawful Spells: A druid can't cast spells of an alignment opposed to her own or her deity's (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.
Orisons: Druids can prepare a number of orisons, or 0-level spells, each day, as noted on Table: Druid under “Spells per Day.” These spells are cast like any other spell, but they are not expended when cast and may be used again.
Bonus Languages: A druid's bonus language options include Sylvan, the language of woodland creatures. This choice is in addition to the bonus languages available to the character because of her race.
A druid also knows Druidic, a secret language known only to druids, which she learns upon becoming a 1st-level druid. Druidic is a free language for a druid; that is, she knows it in addition to her regular allotment of languages and it doesn't take up a language slot. Druids are forbidden to teach this language to nondruids.
Druidic has its own alphabet.
Nature Bond (Ex): At 1st level, a druid forms a bond with nature. Air Domain. When determining the powers and bonus spells granted by this domain, the druid's effective cleric level is equal to her druid level. A druid that selects this option also receives additional domain spell slots, just like a cleric. She must prepare the spell from her domain in this slot and this spell cannot be used to cast a spell spontaneously.
Granted Powers: You can manipulate lightning, mist, and wind, traffic with air creatures, and are resistant to electricity damage.
Lightning Arc (Sp): As a standard action, you can unleash an arc of electricity targeting any foe within 30 feet as a ranged touch attack. This arc of electricity deals 1d6 points of electricity damage + 1 point for every two cleric levels you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Domain Spells: 1st—obscuring mist, 2nd—wind wall, 3rd—gaseous form, 4th—air walk
Nature Sense (Ex): A druid gains a +2 bonus on Knowledge (nature) and Survival checks.
Wild Empathy (Ex): A druid can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person (see Using Skills). The druid rolls 1d20 and adds her druid level and her Charisma modifier to determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the druid and the animal must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.
A druid can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but she takes a –4 penalty on the check.
Plains Traveler (Ex): At 2nd level, a plains druid gains a bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival checks equal to 1/2 her druid level in plains terrain, and she cannot be tracked in such an environment. This ability replaces woodland stride.
Run Like the Wind (Ex): At 3rd level, a plains druid gains +10 feet to her land speed when wearing light or no armor and carrying a light load, and once per hour, she may run or charge at double the normal speed for 1 round. If riding her animal companion, it gains this ability instead. This ability replaces trackless step.
Savanna Ambush (Ex): At 4th level, a plains druid gains concealment whenever she is prone in natural surroundings, and can make Stealth checks at no penalty when prone and not moving or at –5 when crawling. A plains druid can stand up from prone as an immediate action during a surprise round. This ability replaces resist nature's lure.
Wild shape 3 times/day. Gained at 6th level. Effective druid level −2; Due to Shape Focus feat the effective level is 8. At 8th level, a druid can use wild shape to change into a Huge or Diminutive animal, a Medium elemental, or a Small or Medium plant creature. When taking the form of animals, a druid's wild shape now functions as beast shape III. When taking the form of an elemental, the druid's wild shape now functions as elemental body II. When taking the form of a plant creature, the druid's wild shape functions as plant shape I.
Martial Artist Unarmed Combat as bonus feat
Style Heaven Shaking Iron Palm, Taoist Sword, Eight Trigrams Soaring Dragon Palm, Taiji Swordplay
Neijing (2nd level abilities) Soft Palm, Instantaneous Correction, Endure Elements, Feather Step, Dazzling Blade, Qi Stand, Magic Stone
Qinggong: The martial artist may move across any surface (walls, water, treetops, etc.) as long as she ends her move action on solid ground. In addition, her Slow Fall increases to 30 ft. and her speed bonus to +20 ft.
------------------------------
GEAR/POSSESSIONS
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Carrying Capacity
Light 0-58 lb. Medium 59-116 lb. Heavy 116-175 lb.
Current Load Carried
Dagger of Ghost Touch +1 8,000
Longsword+2 holy 32,000
Ring of Protection +2 8,000
Necklace of Qi Serenity 16,000
Money a few silvers

CaptainMarvelous |

Quick question: Can I take monk vows as per the class feature? I was thinking of taking vows of Fasting and Truth.
Since they replace a class feature that the new classes lack, and the mechanics for regaining your ki pool once you blow it doesn't really mesh with the setting I'm going to have to reluctantly say "no".

CaptainMarvelous |

I'm going to go ahead and let fate decide things:
[dice=HP]9d10
One extra hit point! Go team roll!
Please let me know what you think.
The setting's not Glorarion so you'll eventually need to swap out the languages, but I don't even know what I'm going to use for languages and it won't matter at first so I'll get back to you on that one. That's more my issue.
You mention in your backstory being trained by Iron Palm. It's fine for him to give you the robes, but he's your grandmaster not your actual master. He taught the guy who taught you, whom you're free to outline or you can leave it up to me. This may sound finicky but it's super important in the Wulin specifically who trained you. It throws off my whole tree if you were trained by Heaven Shaking Iron Palm.
I have only one tiny mechanical gripe: Wand of prestidigitation? You see your character as a user of wands and a caster of tiny amusing spells? Unless you have a good reason why your character needs it I'm going to ask you to drop it because it doesn't really fit.
Other than those nitpicks, looks good. You should be a beast in unarmed combat. I assume since you were given special magic robes that you're a Shaolin monk and not a secular student? That just means you're a buddhist, and judging from the vows you were going to take your character sounds pretty buddhist. Either way it's your call.

Flying Sword |

One extra hit point! Go team roll!
Woo! Added.
It took much, much longer to get a new phone activated last night than anticipated, so I haven't had a chance to fill out backstory details yet, but I think I've got the sheet finished and ready for perusal. I should be able to finish it tonight though.
I have an Ioun stone, but I was wondering if we could fluff that as an obviously-mystical amulet (or something of that sort) instead, since ioun stones aren't particularly wuxia.

Zhang Yong |

Please let me know what you think.
The setting's not Glorarion so you'll eventually need to swap out the languages, but I don't even know what I'm going to use for languages and it won't matter at first so I'll get back to you on that one. That's more my issue.
You mention in your backstory being trained by Iron Palm. It's fine for him to give you the robes, but he's your grandmaster not your actual master. He taught the guy who taught you, whom you're free to outline or you can leave it up to me. This may sound finicky but it's super important in the Wulin specifically who trained you. It throws off my whole tree if you were trained by Heaven Shaking Iron Palm.
I have only one tiny mechanical gripe: Wand of prestidigitation? You see your character as a user of wands and a caster of tiny amusing spells? Unless you have a good reason why your character needs it I'm going to ask you to drop it because it doesn't really fit.
Other than those nitpicks, looks good. You should be a beast in unarmed combat. I assume since you were given special magic robes that you're a Shaolin monk and not a secular student? That just means you're a buddhist, and judging from the vows you were going to take your character sounds pretty buddhist. Either way it's your call.
On the languages thing, I went with Hero Lab and its recommendations. I'm guessing that languages will be Common, plus 'X'?
On Iron Palm, I went with what you had already written. I am fine with you 'iron'ing out who my actual master was. However, I would like to say that my master gave me the robes and that he told me it came from the Grandmaster himself (maybe he was trying to make me feel special???)
The wand thing was going to be part of the vows (cleanliness and all that), so I'll drop it. It was just going to be along the lines of a quirk anyway. The cost of the wand is enough that, I'll replace the wand with another potion of cure light, if you're okay with that.
I would like to play Zhang as a Shaolin warrior philosophy type, which is the reason I took LN as an alignment. I'll be honest in that, I know enough about Eastern philosophies to cover the broad strokes and that's about it.

Chu Zhu Ji |

Here's Chu Zhu Ji's background. Let me know if any of the names do not fit your campaign. Changed my character sheet slightly. Dropped the feat Sidestep for Skill Focus: stealth in order to use Savanna Ambush to greater affect.
On the day they celebrated her fifteenth birthday, he gave her directions to the monastery in the Wudang mountains where he once studied. He said the world was more complex than she realized and urged her to study there for greater wisdom, under his friend Lee Sun-tsi. She spent three years there with Lee Sun-tsi as her shifu, mastering the Heaven Shaking Iron Palm and Taiji Swordplay styles. Lee Sun-tsi encouraged a rivalry with Flying Sword, a protege of Lee Sun-tsi’s rival shifu, ________. Part of her martial art tutelage included fighting evil villains and monsters in the local region. She faced the Bamboo Sisters, Jade Tiger, the assassin Three Poison Brew, and the bandit warlord Phen Shung-tsu. The three monsters she defeated were Ten Stone Fiend, Gaping Cave Maw, and Bloodsword Troll.
While admiring the mountains, her spirit is fulfilled by the wide open skies of the plains. Thus she left the monastery and has been wandering the Borderlands ever since. She has faced and defeated the Bronze Mirror Ghost, Grave Stench Crone (where she acquired her dagger of ghost touch), and Rotting Skin Demon Hand. From time to time she honorably fought Flying Sword and teamed up with him to defeat a villain. During this time she also met Wu-yao, Zhang Yong, and Sihu-he.
Too confident in her abilities, Chu Zhu Ji faced Courage Devouring Shadow and was quickly beat. The monster used her fear of dying alone, without burial or a tombstone, against her. Luckily she was able to stun him before he administered the death blow. She transformed into an eagle and flew away. Later, as she healed, she thought of her fear. She realized that for all animals, they die without getting a burial. Die without a grave marker. It was the nature of things. Framed in that way, she realized her fear was a particularly human one. Plus if she didn’t want to die alone, she needed to find some companions. Especially if she wanted to end the trouble that Courage Devouring Shadow was causing.
With Flying Sword’s help she claimed the sword Golden Celestial Aura (Holy longsword +2. Together with the other wushins they defeated Courage Devouring Shadow.
Flying Sword, what is your shifu's name?

Flying Sword |

Alright, here's Flying Sword's backstory. I believe I'm ready to go.
Flying Sword is more than a merely-capable swordsman. A genius with the blade and a prominent student of the Illustrious Golden Crane Zin Sun-hai, he has a troubled past from which he seeks to absolve himself.
In his youth, he was a braggart and despite his skill and his school, he treated most of those whom he met as rivals at best and enemies at worst. He would often resort to violence as a first option, and sought to taunt and tempt those he met into provoking him to such.
Through his master, Zin Sun-hai, Flying Sword was encouraged to develop a rivalry with Chu Zhu Ji, prodigious student of his master's twin Lee Sun-tsi. While he initially thought Chu Zhu Ji's skill far below his own, she was able to earn his begrudging respect (if not animosity) for her talents.
As he grew, he grew stronger and his skill was honed by the myriad enemies he made as he traveled. He continued on like this, caught in a downward spiral of dishonor and ultimate self-destruction until he heard of the demon Courage Devouring Shadow.
Such was his arrogance that he sought the demon out and foolishly challenged it. He was quickly crushed, and shown that his ultimate skill and his ego were as nothing before the demon's own power. All things in life which he knew to be true up until that moment were shattered, and his ultimate defeat brought about the balance of his Qi: his over-abundant Yang balanced with his Yin and he was forever changed.
He is uncertain how he escaped annihilation at the hands of Courage Devouring Shadow, and it is a topic he has often explored in thought and calligraphic meditations. Ultimately, he is unsure if he actually survived the fight. For the man who he once was is gone.
Seeking to make right his past misdeeds, he has devoted himself to calligraphy, as it's essence and that of swordsmanship are identical. His first effort was to reconcile with Chu Zhu Ji and the two became steadfast allies, having many subsequent adventures - including forming the Five Tigers of the Borderlands, and defeating Courage Devouring Shadow.
He wields a magnificent relic named "Black Metal Sword" - a very heavy sword with a razor-sharp edge made of nearly indestructible black metal. It was used by the legendary Dugu Quibai, and found by Yang Guo. It requires great amounts of Qi to wield the blade.

CaptainMarvelous |

I'll be honest in that, I know enough about Eastern philosophies to cover the broad strokes and that's about it.
Don't sweat it; this is a roleplaying game, not a dissertation. I'm not expecting you to engage in a research project or anything.
In wuxia terms being a priest just seems to mean you have issues with (although not a complete prohibition on) killing. But, as always, it's up to you.
I have an Ioun stone, but I was wondering if we could fluff that as an obviously-mystical amulet (or something of that sort) instead, since ioun stones aren't particularly wuxia.
Oh, definitely. That goes for pretty much any magic item, reskin as desired. Maybe a Taoist charm of some kind, since you're Wudang even if you're secular. There are all kinds of secret magical Taoist alphabets and stuff that can be used for charms.
Some kind of bangle that you could attach to your sword or wear in your hat or whatever would be a good replacement for an Ioun stone, since those don't typically occupy slots so taking up a slot kind of weakens it.
With Flying Sword’s help she claimed the sword Golden Celestial Aura
That reminds me: everyone has to either come up with a name and history for each of their magic weapons, or submit to me doing it and keeping it a secret and laughing like a maniac all the while.
Look out for my forthcoming post where I address the backstories in more detail.

CaptainMarvelous |

I like your backstories, now I'm going to paw at them with my greasy fingers.
While six years old, the Imperial retainers became ill and died.
Before he died he told her that, if she should ever find herself in danger or need of help she should wear a star lotus in her hair. She was too young to think to question this.
Wong Bi Hao found her when she was in the water trying to find a star lotus, and since then (thanks to her training) she's never had to try again. It's probably not something she's thought about in a long time.
Illustrious Golden Crane Zin Sun-hai
Judging by this name, I'm going to infer that he's a secular master (The priests tend to have names about how little they exist, or how long they're going to live). That would explain his rift with Lee Sun-tsi (who probably hella focuses on inner energy and Taoist magic over raw kung fu judging by his student). The Wudang Swordsman vs. the Wudang Priest.
Sounds like Golden Crane is more like the old Flying Sword, and is kind of a jerk (he kind of comes off that way in your backstory). But you still owe him loyalty and respect because he's your shifu, especially now that you're trying to reform. Conflicted loyalties: classic wuxia. Then later maybe you can submit to a new shifu and it can be all symbolic and junk.

Chu Zhu Ji |

Two questions: is Style Sage an acceptable trait? Where it states “monk” I’d switch it with “wudang.” Here’s the text of the trait. Style Sage: You have a passion for history and news concerning monastic disciplines. You gain a +1 trait bonus on checks with your choice of either Knowledge (local) or Knowledge (history), and the one you choose is always a class skill for you. In addition, you gain a +1 trait bonus on Diplomacy checks made to gather information about any person with levels in monk.
Second,
That reminds me: everyone has to either come up with a name and history for each of their magic weapons, or submit to me doing it and keeping it a secret and laughing like a maniac all the while.
How much history do you require for the magic weapon? Creator, age, circumstances how it was acquired?

CaptainMarvelous |

Two questions: is Style Sage an acceptable trait?
Sure. Edit: And you can have it read "any martial artist". That really fits in with the concept of the Wulin.
How much history do you require for the magic weapon? Creator, age, circumstances how it was acquired?
Just a narrative, there are no boxes you need to tick. Whatever sounds cool to you. It could have been passed down to mortals from a Taoist deity (or a Confucian one, or Buddha or whatever), the first or last weapon forged by a legendary master swordsmith, it could have been discovered at the site of a lightning strike. Just some sizzle to make them more interesting. The alternative, of course, involves me coming up with something that will produce plot hooks (read: problems).
If you want the weapon to have had famous past owners you should make a note of it, because this is something that a lot of Wulin heroes will be able to tell just by looking at the sword.

CaptainMarvelous |

Okay actually, you know what? Everyone else is basically done and I don't want people waiting around with nothing to do. That's exactly how you kill enthusiasm. So here's what I'm going to do: I'm going to start the game now, and presumably the group has been apart for the past year and you're meeting up with Gobo's character. If he's still around and finishes his character in a few days we can work him in that way, otherwise we just never mention him and he never existed.

CaptainMarvelous |

Okay, billionth post in a row but this is the important one:
Game on. I have created the gameplay and discussion threads (please see discussion first for context, which is generally going to be a good idea in this game). Please feel free to post.
Gobo, I have not given up on you, I just don't want to lose momentum. The plan is to have your character meet up with the others as soon as you're done. Only if I don't hear back from you will you be written out.